Recent Posts

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21
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on February 11, 2019, 04:18:16 AM »
Game

Yes, I've actually started to do some work on the game itself.

Started to build out the main containers and tabs.
22
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on February 10, 2019, 08:49:51 AM »
Map Editor

Added right click piece of terrain in Edit Terrain mode selects that terrain.
This allows you to identify which terrain you want to work with in the left panel from what you're seeing in the right.
The selected terrain is outlined in blue and given a light blue background in the left panel list.

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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on February 06, 2019, 07:51:16 AM »
Scenario Editor

Added start time and a new control that allows you to edit that time.
You can type in hours and minutes.
And or use the mouse scroll wheel to increase/decrease either.
There are also up-down repeat buttons if you prefer clicking to scrolling.
A repeat button keeps on clicking when you hold it down ( like the up and down arrows on a browser scroll ).

Hours "clock" so as you scroll up it will go from 23 to zero and scrolling down from 0 takes you to 23.
Minutes work similarly except obviously 0-59.
As you scroll over 59 and the minutes reset to zero an hour is added, as you go the other way it is subtracted.
The mousewheel scroll can  be much faster, especially if you have one of those mice whose wheel will free wheel quickly.  I use a Logitech mx master 2s and I can just spin the mouse wheel. Hours or minutes will then change like a blur.

24
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Dr D Ezra Sidran on February 02, 2019, 08:48:01 AM »
"Unimaginative description blah blah..."  ;D
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on February 01, 2019, 04:11:24 AM »
All

Force focussed element bindings to transfer to viewmodels so their values are committed prior to saving.
By default, wpf bindings transfer data from the UI to their viewmodel when focus is lost.
Clicking on a menu item or using a keychord like Ctrl+s doesn't make a control lose focus.
Hence you could potentially lose a change to the last field you edited when saving.

Force sliders to "snap" or increment/decrement in integer intervals ( no decimal places ).
None of the values make any sense to numerous decimal places as you could previously set when dragging.


Scenario Editor
Change file naming so it uses the scenario name.
Remove full url from scenario.  This couldn't work cross machines and it's a bad idea to allow saves outside the expected file structure anyhow.
If wanted to back up files then you can use file manager at the moment. Steam has cloud back ups built in.

Move scenario name / description army names and turn length into a new first tab.

Both changes are for consistency with other apps.
Moving the scenario name etc makes it far clearer what scenario you have in case you're unfamiliar with it.

26
DIY / New Card & Dice elimination game -- Interdimensional Nutters
« Last post by GimlisShart on January 28, 2019, 05:33:26 PM »
We've got a cool and characterful card & dice game that we're trying to rally interest around with a mind to one day crowdfund. It's called Interdimensional Nutters and is a stand alone game in the vein of Star Wars Destiny, Magic The Gathering. We've been play testing for a fair while now. The game seems super fun, definitely more than the sum of its parts.

Please head over to our site and take a peek and if you dig what you see please sign up to our mailing list and like our facebook to get irregular updates. Also let us know what you think.

https://tricor1.wixsite.com/nutters
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on January 28, 2019, 04:32:59 AM »
Modellib

Rationalise naming of army files.
Previously the full path was retained in scenario files.
Since that is in appdata and includes user name, only the army name will match from one user's machine to another.
Since we've not yet delivered the scenario editor it's only Ezra and I really need to worry about this for now.
Best to neaten things up as I notice potential future issues though.

Show messagebox when army file handed to ReadArmy cannot be found.
Previously it just crashed and burnt.
Now it'll still crash and burn but you'll at least get a messagebox telling you what it is looking for.
Why might you not have an army file?
This could happen if you change an army name after adding it to a scenario or you just don't have an army a scenario is relying on.

Note that all files must be in your user's appdata in the correct folders.
You can't use  an army file you put on a usb or from just anywhere on disk.
Exactly where files go will have to change when we deliver the live version via steam.
Steam has it's own delivery mechanisms and game folder structure that we will need to conform to.

 
28
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on January 27, 2019, 07:52:10 AM »
CombatLib

Halve shooting casualties.
As I mentioned above, the number of casualties was coming out far too high.

Morale cannot now drop straight through to dispersed from one unit's volley.
It needs to already be at routed before an attack can drop it to dispersed.
Meaning at least two volleys ( or a volley then close combat).
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on January 26, 2019, 09:51:36 AM »
CombatLib

Degrading morale from being shot at.
And more work on morale generally.
All this is still prototype stage.

There are two measures of morale.
The stat which is 1-99. ( A 1 stat morale unit would be extremely brittle and 99 would be equally silly).
The level ( I might change the name for that ) which is the unit's current state and can reduce effectiveness, limit what they will do or make them run away completely.

The various morale levels are:

        Enthusiastic
        Steady
        Slowed
        Shaken
        Halted
        Suppressed
        Repulsed
        Routed
        Dispersed

Most, maybe all units, will start Steady.
How a unit gets to be Enthusiastic is TBD.

Hence (at present) if a unit fails morale tests badly enough it can be irrecoverably broken.
I might make that only if attacked whilst routed.

Each usually has 5 shots.
A unit shot at takes morale tests.
These are a straight percent roll vs the unit's current morale stat.
Failure reduces the morale level to the next one - eg Steady to Slowed.
It takes 1 test + another per 5% casualties taken.
Just being fired at can be bad.
Taking a lot of casualties is likely to be really bad.
For each test the current morale stat is always reduced by 1.

Say unit X takes fire from unit A.
Unit A has 5 firing points which fire is resolved for.
For each of these.
Casualties are resolved.
Morale is then tested.

At the end of a period... which is yet to be decided....
The unit will recover morale if it wasn't shot at during that period.
At the end of a period.... again which is yet to be decided...
The unit may be rallied to recover level.
 
Winning a combat will probably increase morale level.

There will also be some sort of rallying mechanism.
Self rallying will be possible but leaders in proximity will be better.
You can't just send a note telling a unit to rally.

This attempts to model how real world unit morale works.
Studies looking for a morale losses based "break point" have found there is no guaranteed percentage.
An assaulting unit will probably break at around 30% losses but there are instances where attacks have still carried on with higher or stopped with far lower.
"Just" 10% losses can often stop an assault.
What these studies found was how fast a unit took losses was usually a decider.
This is what reducing the morale stat and then increasing it when not under fire is about.
If a unit comes under sustained attack then it will become brittle.
If it comes under attack from numerous attackers then that will happen quicker.
The longer it goes without being attacked the more such a unit will recover morale.

Below is debug output for some shooting.
I'm using this to check my process gives good results and it's not really for public consumption but probably clear enough.
If you find it confusing, don't worry.
Combat reports you see in the game will be more user friendly, albeit with less internal detail.
When I write em.

The 5 sets of hits (casualties) are one each per firing point.
The unit shooting is strength 2390.
It has first shot bonus making modifier 1.2
Each musket is rated as killing 1 person per hit.
This is very short range so accuracy is high.
The morale of the firing unit is indifferent -  40
The quality of the firing unit is indifferent -  42
The target unit is face on and both are in line so no enfilade multiplier
The random factor used is weighted -  It's currently three randoms between 0.01 and 1 added together and divided by 9.
Note that the casualties are maybe still too high - morale is and was far more significant than pure casualties.

Hits 91 -- Strength: 2390 Modifier 1.2 Lethality 1 Accuracy 0.993 Morale 0.4 Quality 42 Enfilade 1 Random 0.191271533347327
Hits 51 -- Strength: 2390 Modifier 1.2 Lethality 1 Accuracy 0.993 Morale 0.4 Quality 42 Enfilade 1 Random 0.108229782068795
Hits 110 -- Strength: 2390 Modifier 1.2 Lethality 1 Accuracy 0.993 Morale 0.4 Quality 42 Enfilade 1 Random 0.231340596404861
Hits 101 -- Strength: 2390 Modifier 1.2 Lethality 1 Accuracy 0.993 Morale 0.4 Quality 42 Enfilade 1 Random 0.212642983942902
Hits 122 -- Strength: 2390 Modifier 1.2 Lethality 1 Accuracy 0.993 Morale 0.4 Quality 42 Enfilade 1 Random 0.255582311102719

The morale tests for these:
Fives +1 is five-percent-losses plus one.
Rolled is the percentage "rolled" as a test.
Morale is the current morale of the unit which started at 72 and drops 1 each test.
Strength is the number of men left alive in the unit being shot
When it says "Reduced Morale state" that means the level drops from Steady > Slowed > Shaken > Halted
This is a relatively large unit shooting at a smaller one at point blank and 475 casualties would be a LOT from a real napoleonic era volley.

Rolled 20 Morale 71
Rolled 38 Morale 70
New Morale Steady Casualties 91 Fives+1 2 Strength 1560
Rolled 19 Morale 69
New Morale Steady Casualties 51 Fives+1 1 Strength 1509
Rolled 20 Morale 68
Rolled 15 Morale 67
New Morale Steady Casualties 110 Fives+1 2 Strength 1399
Rolled 92 Morale 66
Reduced morale state
Rolled 82 Morale 65
Reduced morale state
New Morale Shaken Casualties 101 Fives+1 2 Strength 1298
Rolled 61 Morale 64
Rolled 16 Morale 63
Rolled 70 Morale 62
Reduced morale state
New Morale Halted Casualties 122 Fives+1 3 Strength 1176
RunTime 0 s 10 ms
Total casualties: 475
30
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on January 25, 2019, 10:01:56 AM »
Sandbox & CombatLib

Added Morale prototype.
Still incomplete but I now have a set of morale states and a mechanism which will degrade these as a unit is shot.

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